Right, Listen up Lads. Theres been reports of some new players in the underground. They're efficient, Organized, and on their way to become, an Evil Genius.
Ever played Evil Genius? Truly, I always enjoyed that game. So I'm running an Turn Based Strategy game based on it. I'll be playing things somewhat close to the vest, as I'd like to keep the rules a mystery because I have established plans for this system (after fully fleshing it out).
I'm looking for anywhere up to 5-6 players to come on a lighthearted journey through nefarious acts,with the ultimate goal being DOMINION OR DESTRUCTION OF THE WORLD! I guarantee I'll be serious roughly 2% of the time.
I reserve the right not to let you in because I don't approve. Or to let you in cause you're my friend. Hah!
On to an explanation of the game!
Players take command of an evil organization based around specfic archetypes (these archetypes are not set in stone, and others can be added with sufficient explanation).
They receive a number of minions, cash, and 'resources' (the catchall everything else resource).
Actions are laid out for the week, For example, You may send 5 of your minions to steal cash. Or have some guard the base. Or have your scientists do research. Any minion can do any task they're rated for, and nothing else. 1 task per minion, per week. As many tasks as you like though. Divvy em up, clump em together.
I will roll dice to determine the success bracket for things undertaken by your minions (ranging from Dismal Failure, Failure, Slight Success, Success, Incredible Success).
Or Cybergenesis will. As this will be joint GM'd by the two of us to prevent burnout.
I would -like- for there to be a certain level of roleplay occuring, but its not required. I just feel its better when that RP is there.
On to the Archetypes!
The Mad Scientist
"They said I WAS MAD! BUT I'LL SHOW THEM ALL!"
Starting Trait: Researcher (1) You can perform the Research task, personally.
You begin with 1 Scientist (Research, Enhance Base), 4 Regulars(General Mayhem, Cash Raising,Plotting, Guarding)
You have a Minion Cap of 5.
The Mob Boss
"Make them an offer they cannot refuse."
Starting Trait: Streetwise (1) You can reduce your Notoriety gain from missions by 1
You begin with 1 Thug, (General Mayhem/Cash Raising/Plotting, Guarding, Extortion), 4 Regulars(See Above)
You have a Minion Cap of 5.
The Cult Leader
"Dont drink the Kool-Aid."
Starting Trait: Cult of Personality (1) Your minion cap is raised by +4.
You begin with 5 Regulars (See Above)
You have a Minion Cap of 9 (5 base, +4 CoP)
The Layabout Playboy
"I say, Lets be bad guys."
Starting Trait: Legal Eagles (1) You are slightly more difficult for the Forces of Justice to target directly.
You begin with 5 Regulars (See Above)
You begin with 2x the regular starting cash/resources
You have a Minion Cap of 5.
The Mastermind
"Their every move makes my victory more complete"
Starting Trait: Man with a Plan (1) You gain a +2 to all Plotting rolls, and have a 1% chance per week of creating a notoriety level appropriate Mission without assigning any minions to the task.
You begin with 5 Regulars
You begin with 1.5x the regular starting cash/resources
You have a Minion Cap of 5.
But whats this I hear you say? What else do I start with?
$5,000 in starting Cash.
100 Starting Resources.
Notoriety of 0 (Notoriety is a basic indicator of how badly the Forces of Justice wish to bring you down for your nefarious deeds. All your deeds will raise notoriety, if they're even remotely visible to the public. More Notoriety will increase your minion cap, and allow you access to more Henchmen.
A Lair: Your choice of something low-profile and basic. A warehouse? Acreage mansion? You tell me!
A Minion (Tier 0) costs $100 per, to recruit.
All Tier 1 Minions (Thug, Scientist, Guard, Technician, Possibly 1 or 2 more types. Im still thinking.) cost $400 to recruit, but can be trained later on.
Minion Jobs
Regular : General Mayhem, Cash Raising,Plotting, Guarding
Tier 1 Minions
Scientist: Enhance Base, Research
Thug: General Mayhem, Cash Raising,Plotting, Guarding, Extortion
Technician: General Mayhem, Enhance Base 2(2 Minion Weeks of labor at a time)
Guard: Cash Raising,Plotting, Guarding
Tier 2 minions must be captured or Trained.
Spies: General Mayhem, Cash Raising,Plotting, Guarding, Infiltrate
Bruisers: General Mayhem, Cash Raising,Plotting, Guarding, Extortion
Reporters: General Mayhem, Plotting, Smear
Saboteurs: General Mayhem, Enhance Base (2), Sabotage
Infiltrate gives you a small chance to infiltrate other organizations, Or Forces of Justice, or even possibly used as a precursor to Plotted missions, to give a slight boost to that mission.
Smear missions give a chance at redirecting slight amounts of Notoriety gain from missions you're doing, onto other factions. The backlash from this could be heavy, as I doubt the Forces of Justice would appreciate being duped.
Sabotage missions are used to damage or destroy rooms/upgrades in EG bases, or cripple the Forces of Justice.
Any and all Minions can be sent on plotted missions.
The Research
Now admittedly, I've been running this game for awhile in other ways and I have a few gaps in the tech tree. Assistance there would be helpful. If something seems like an obvious addition, tell me and we'll slot it in.
Fields:
Tier 1
Physics,Chemistry, Biology
Tier 2
Robotics, Botany, Psychology
Tier 3
Aerospace Engineering,
Further? Yes.
Tier 1 fields are public domain and can be researched by anyone. Anything T2 and beyond must be opened by way of Plotted mission to steal the information.
Oh yes, Theres others. Which may be revealed at later points.
Research is handled by specifying a field, and a direction (if you like). A field, is Biology, Chemistry, Physics, So on. A Direction is Offense, Defense or Support.
Promotion
A minion may be promoted to a Henchman (1) and his talents will lie in the general direction of his most unique job.
Assuming of course you have a slot open for one!